#version 430 core

layout(local_size_x=16, local_size_y=16) in;

layout(binding=0, rgba32f) uniform writeonly image2D image0;

uniform uvec2 bounds;
uniform vec4 value;

void main(void)
{
	uvec2 gid = gl_GlobalInvocationID.xy;
	if (gid.x < bounds.x && gid.y < bounds.y)
	{
		imageStore(image0, ivec2(gid), value);
	}
}